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Big Spell Mage Deck

Last updated on Apr 11, 2018 at 13:25 by Pesty 9 comments

Table of Contents

Big Spell Mage uses a range of expensive spells to control the board and uses powerful minions that synergise with them that can pressure and out-value opponents.

1. Big Spell Mage Card List

This deck costs 9,440 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards

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2. Big Spell Mage Mana Curve

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3. Big Spell Mage Strategy

Big Spell Mage is a deck that uses a large number of expensive spells to Control the board. By using spells that cost 5 or more, huge amounts of tempo can be gained from Dragoncaller Alanna and Arcane Tyrant. Against decks that are able to survive the huge tempo turns, Big Spell Mage can fall back on cards like Spiteful Summoner and Frost Lich Jaina to out-value opponents in long games.

4. Big Spell Mage Mulligans & Matchup Specific Strategies

Big Spell Mage contains very little early-game due to all spells costing 5 Mana or more so you should mulligan aggressively for defensive early-game minions like Doomsayer, Lone Champion, and Tar Creeper to ensure you do not get overwhelmed in the early game. Dragon's Fury can additionally be kept to ensure a powerful AoE board clear is available on turn 5 if needed.

4.1. Surviving The Early Game

As Big Spell Mage is a late-game deck, it is important to survive the early game by any means necessary. Against most decks this is usually simply a case of playing Tar Creepers and Lone Champions on turns 3 and 4. In situations where you have both of these minions in hand, it is important to play Lone Champion first to ensure you can benefit from the Battlecry effect. Against very aggressive opponents you can additionally use Doomsayer to clear the board. When using Doomsayer this way, the primary goal is to stall for a turn and prevent opponents from playing any more minions. To ensure this is the case, it is usually best to play Doomsayer on turn 2, as waiting any longer will greatly increase the chance that the Doomsayer will be cleared.

If you have Dragon's Fury, you can afford to be a bit greedier in the early turns as Dragons Fury is guaranteed to deal at least 5 damage due to there being no spells in the deck under 5 Mana.

4.2. Mid-Game Turns

After reaching turn 5 you can begin to turn the tables on your opponent and become the aggressor. Arcane Tyrant is a powerful tool for getting onto the board following the use of spells while most of the spells in the deck can be used to protect any minions you have on the board. Your main priority should be using spells wherever possible to remove opponent's minions. However, if your opponent plays no minions, you should take the opportunity to develop Spiteful Summoner.

4.3. Ending The Game

For most games, your primary win condition will be Dragoncaller Alanna, flooding the board with 5/5 Dragons once you have most your removal spells. If you have it in your hand, it is best used once your opponent is done removing your mid-game minions, either because you have no minions left or your opponent has no removal. Against opponents capable of clearing a board of 5/5 Dragons, such as with Brawl or Twisting Nether, you should try and bait out these spells from your opponent first by slightly overextending onto the board with any other minions you have before you play Alanna. It should be noted that Alanna is particularly resistant to Priest board clears due to Psychic Scream putting Alanna back in your deck to use again in the future.

In games where you do not draw Dragoncaller Alanna in time or your opponent manages to clear it, your win condition becomes Frost Lich Jaina. In these situations, you should focus purely on killing your opponents minions, finishing them off with Icy Touch where possible. The Water Elementals summoned from your Hero Power should provide enough healing and board control to allow you survive for a long period of time and as the deck runs almost no card draw, your opponent will almost certainly fatigue and die first.

5. Big Spell Mage Card Swaps

The early-game cards in the deck are very flexible. Tar Creeper, Lone Champion and Gluttonous Ooze can be swapped for other early-game minions like Plated Beetle, Golakka Crawler, or Acolyte of Pain.

Most of the spells in the deck are also flexible. However, it is important to have a decent number of expensive spells for the deck to function. The most expendable spells in the deck are Polymorph and Meteor.

Corridor Creeper and Bright-Eyed Scout are both strong minions that are a great fit for the deck. You can include them in place of any of the previously mentioned cards.

6. About the Author

This deck is presented to you by Pesty, a professional Hearthstone player playing since closed beta. She is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

7. ChangeLog

  • 11 Apr. 2018: Deck updated for the Witchwood expansion.
  • 12 Dec. 2017: Variant added.
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